Files
scummvm/engines/titanic/core/view_item.cpp
T
David Fioramonti c96b01b82e TITANIC: Reduce header includes for titanic.h
I reduced the header includes a lot in Titanic.h and forward
declared when I could. Titanic.h was including a lot and
a lot of functions that were including it were not using its
API. This will help make it more clear which implementation
files are using which class since they will just need to include
which ones they need.

I also moved the debug related items in Titanic.h into the debugger
header.

I also reordered several of the the header includes to be local to
global.
2017-08-24 04:06:54 -07:00

439 lines
12 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "titanic/core/view_item.h"
#include "titanic/core/project_item.h"
#include "titanic/core/room_item.h"
#include "titanic/events.h"
#include "titanic/game_manager.h"
#include "titanic/messages/messages.h"
#include "titanic/pet_control/pet_control.h"
#include "titanic/support/screen_manager.h"
#include "titanic/titanic.h"
namespace Titanic {
BEGIN_MESSAGE_MAP(CViewItem, CNamedItem)
ON_MESSAGE(MouseButtonDownMsg)
ON_MESSAGE(MouseButtonUpMsg)
ON_MESSAGE(MouseDoubleClickMsg)
ON_MESSAGE(MouseMoveMsg)
ON_MESSAGE(MovementMsg)
END_MESSAGE_MAP()
CViewItem::CViewItem() : CNamedItem() {
Common::fill(&_buttonUpTargets[0], &_buttonUpTargets[4], (CTreeItem *)nullptr);
_field24 = 0;
_angle = 0.0;
_viewNumber = 0;
setAngle(0.0);
}
void CViewItem::setAngle(double angle) {
_angle = angle;
_viewPos.x = (int16)(cos(_angle) * 30.0);
_viewPos.y = (int16)(sin(_angle) * -30.0);
}
void CViewItem::save(SimpleFile *file, int indent) {
file->writeNumberLine(1, indent);
_resourceKey.save(file, indent);
file->writeQuotedLine("V", indent);
file->writeFloatLine(_angle, indent + 1);
file->writeNumberLine(_viewNumber, indent + 1);
CNamedItem::save(file, indent);
}
void CViewItem::load(SimpleFile *file) {
int val = file->readNumber();
switch (val) {
case 1:
_resourceKey.load(file);
// Intentional fall-through
default:
file->readBuffer();
setAngle(file->readFloat());
_viewNumber = file->readNumber();
break;
}
CNamedItem::load(file);
}
bool CViewItem::getResourceKey(CResourceKey *key) {
*key = _resourceKey;
CString filename = key->getFilename();
return !filename.empty();
}
void CViewItem::leaveView(CViewItem *newView) {
// Only do the processing if we've been passed a view, and it's not the same
if (newView && newView != this) {
CLeaveViewMsg viewMsg(this, newView);
viewMsg.execute(this, nullptr, MSGFLAG_SCAN);
CNodeItem *oldNode = findNode();
CNodeItem *newNode = newView->findNode();
if (newNode != oldNode) {
CLeaveNodeMsg nodeMsg(oldNode, newNode);
nodeMsg.execute(oldNode, nullptr, MSGFLAG_SCAN);
CRoomItem *oldRoom = oldNode->findRoom();
CRoomItem *newRoom = newNode->findRoom();
if (newRoom != oldRoom) {
CGameManager *gm = getGameManager();
if (gm)
gm->roomChange();
CLeaveRoomMsg roomMsg(oldRoom, newRoom);
roomMsg.execute(oldRoom, nullptr, MSGFLAG_SCAN);
}
}
}
}
void CViewItem::preEnterView(CViewItem *newView) {
// Only do the processing if we've been passed a view, and it's not the same
if (newView && newView != this) {
CPreEnterViewMsg viewMsg(this, newView);
viewMsg.execute(newView, nullptr, MSGFLAG_SCAN);
CNodeItem *oldNode = findNode();
CNodeItem *newNode = newView->findNode();
if (newNode != oldNode) {
CPreEnterNodeMsg nodeMsg(oldNode, newNode);
nodeMsg.execute(newNode, nullptr, MSGFLAG_SCAN);
CRoomItem *oldRoom = oldNode->findRoom();
CRoomItem *newRoom = newNode->findRoom();
if (newRoom != oldRoom) {
CPreEnterRoomMsg roomMsg(oldRoom, newRoom);
roomMsg.execute(newRoom, nullptr, MSGFLAG_SCAN);
}
}
}
}
void CViewItem::enterView(CViewItem *newView) {
// Only do the processing if we've been passed a view, and it's not the same
if (newView && newView != this) {
CEnterViewMsg viewMsg(this, newView);
viewMsg.execute(newView, nullptr, MSGFLAG_SCAN);
CNodeItem *oldNode = findNode();
CNodeItem *newNode = newView->findNode();
if (newNode != oldNode) {
CEnterNodeMsg nodeMsg(oldNode, newNode);
nodeMsg.execute(newNode, nullptr, MSGFLAG_SCAN);
CRoomItem *oldRoom = oldNode->findRoom();
CRoomItem *newRoom = newNode->findRoom();
CPetControl *petControl = nullptr;
if (newRoom != nullptr) {
petControl = newRoom->getRoot()->getPetControl();
if (petControl)
petControl->enterNode(newNode);
}
if (newRoom != oldRoom) {
CEnterRoomMsg roomMsg(oldRoom, newRoom);
roomMsg.execute(newRoom, nullptr, MSGFLAG_SCAN);
if (petControl)
petControl->enterRoom(newRoom);
}
}
// WORKAROUND: Do a dummy mouse movement, to allow for the correct cursor
// to be set for the current position in the new view
CMouseMoveMsg moveMsg(g_vm->_events->getMousePos(), 0);
newView->MouseMoveMsg(&moveMsg);
}
}
CLinkItem *CViewItem::findLink(CViewItem *newView) {
for (CTreeItem *treeItem = getFirstChild(); treeItem;
treeItem = treeItem->scan(this)) {
CLinkItem *link = dynamic_cast<CLinkItem *>(treeItem);
if (link && link->connectsTo(newView))
return link;
}
return nullptr;
}
bool CViewItem::MouseButtonDownMsg(CMouseButtonDownMsg *msg) {
if (msg->_buttons & MB_LEFT) {
if (!handleMouseMsg(msg, true)) {
CGameManager *gm = getGameManager();
if (gm->isntTransitioning()) {
findNode()->findRoom();
CLinkItem *linkItem = dynamic_cast<CLinkItem *>(
findChildInstanceOf(CLinkItem::_type));
while (linkItem) {
if (linkItem->_bounds.contains(msg->_mousePos)) {
gm->_gameState.triggerLink(linkItem);
return true;
}
linkItem = dynamic_cast<CLinkItem *>(
findNextInstanceOf(CLinkItem::_type, linkItem));
}
handleMouseMsg(msg, false);
}
}
}
return true;
}
bool CViewItem::MouseButtonUpMsg(CMouseButtonUpMsg *msg) {
if (msg->_buttons & MB_LEFT)
handleMouseMsg(msg, false);
return true;
}
bool CViewItem::MouseDoubleClickMsg(CMouseDoubleClickMsg *msg) {
if (msg->_buttons & MB_LEFT)
handleMouseMsg(msg, false);
return true;
}
bool CViewItem::MouseMoveMsg(CMouseMoveMsg *msg) {
CScreenManager *screenManager = CScreenManager::_screenManagerPtr;
uint changeCount = screenManager->_mouseCursor->getChangeCount();
if (handleMouseMsg(msg, true)) {
// If the cursor hasn't been set in the call to handleMouseMsg,
// then reset it back to the default arrow cursor
if (screenManager->_mouseCursor->getChangeCount() == changeCount)
screenManager->_mouseCursor->setCursor(CURSOR_ARROW);
} else {
// Iterate through each link item, and if any is highlighted,
// change the mouse cursor to the designated cursor for the item
CTreeItem *treeItem = getFirstChild();
while (treeItem) {
CLinkItem *linkItem = dynamic_cast<CLinkItem *>(treeItem);
if (linkItem && linkItem->_bounds.contains(msg->_mousePos)) {
screenManager->_mouseCursor->setCursor(linkItem->_cursorId);
return true;
}
treeItem = treeItem->getNextSibling();
}
if (!handleMouseMsg(msg, false) || (screenManager->_mouseCursor->getChangeCount() == changeCount))
screenManager->_mouseCursor->setCursor(CURSOR_ARROW);
}
return true;
}
bool CViewItem::handleMouseMsg(CMouseMsg *msg, bool flag) {
CMouseButtonUpMsg *upMsg = dynamic_cast<CMouseButtonUpMsg *>(msg);
if (upMsg) {
handleButtonUpMsg(upMsg);
return true;
}
Common::Array<CGameObject *> gameObjects;
for (CTreeItem *treeItem = scan(this); treeItem; treeItem = treeItem->scan(this)) {
CGameObject *gameObject = dynamic_cast<CGameObject *>(treeItem);
if (gameObject) {
if (gameObject->checkPoint(msg->_mousePos, false, true) &&
(!flag || !gameObject->_handleMouseFlag)) {
if (gameObjects.size() < 256)
gameObjects.push_back(gameObject);
}
}
}
const CMouseMoveMsg *moveMsg = dynamic_cast<const CMouseMoveMsg *>(msg);
if (moveMsg) {
if (gameObjects.size() == 0)
return false;
for (int idx = (int)gameObjects.size() - 1; idx >= 0; --idx) {
if (gameObjects[idx]->_cursorId != CURSOR_IGNORE) {
CScreenManager::_screenManagerPtr->_mouseCursor->setCursor(gameObjects[idx]->_cursorId);
break;
}
}
}
if (gameObjects.size() == 0)
return false;
bool result = false;
for (int idx = (int)gameObjects.size() - 1; idx >= 0; --idx) {
if (msg->execute(gameObjects[idx])) {
if (msg->isButtonDownMsg())
_buttonUpTargets[msg->_buttons >> 1] = gameObjects[idx];
return true;
}
if (CMouseMsg::isSupportedBy(gameObjects[idx]))
result = true;
}
return result;
}
void CViewItem::handleButtonUpMsg(CMouseButtonUpMsg *msg) {
CTreeItem *&target = _buttonUpTargets[msg->_buttons >> 1];
if (target) {
msg->execute(target);
target = nullptr;
}
}
void CViewItem::getPosition(double &xp, double &yp, double &zp) {
// Get the position of the owning node within the room
CNodeItem *node = findNode();
node->getPosition(xp, yp, zp);
// Adjust the position slightly to compensate for view's angle,
// ensuring different direction views don't all have the same position
xp += cos(_angle) * 0.5;
yp -= sin(_angle) * 0.5;
}
CString CViewItem::getFullViewName() const {
CNodeItem *node = findNode();
CRoomItem *room = node->findRoom();
return CString::format("%s.%s.%s", room->getName().c_str(),
node->getName().c_str(), getName().c_str());
}
CString CViewItem::getNodeViewName() const {
CNodeItem *node = findNode();
return CString::format("%s.%s", node->getName().c_str(), getName().c_str());
}
bool CViewItem::MovementMsg(CMovementMsg *msg) {
Point pt;
bool foundPt = false;
int quadrant;
// First allow any child objects to handle it
for (CTreeItem *treeItem = getFirstChild(); treeItem;
treeItem = treeItem->scan(this)) {
if (msg->execute(treeItem, nullptr, 0))
return true;
}
if (msg->_posToUse.x != 0 || msg->_posToUse.y != 0) {
pt = msg->_posToUse;
foundPt = true;
} else {
// Iterate through the view's contents to find a link or item
// with the appropriate movement action
for (CTreeItem *treeItem = getFirstChild(); treeItem;
treeItem = treeItem->scan(this)) {
CLinkItem *link = dynamic_cast<CLinkItem *>(treeItem);
CGameObject *gameObj = dynamic_cast<CGameObject *>(treeItem);
if (link) {
// Skip links that aren't for the desired direction
if (link->getMovement() != msg->_movement)
continue;
for (quadrant = Q_CENTER; quadrant <= Q_BOTTOM; ++quadrant) {
if (link->findPoint((Quadrant)quadrant, pt))
if (link == getItemAtPoint(pt))
break;
}
if (quadrant > Q_BOTTOM)
continue;
} else if (gameObj) {
if (!gameObj->_visible || gameObj->getMovement() != msg->_movement)
continue;
for (quadrant = Q_CENTER; quadrant <= Q_BOTTOM; ++quadrant) {
if (gameObj->findPoint((Quadrant)quadrant, pt))
if (gameObj == getItemAtPoint(pt))
break;
}
if (quadrant > Q_BOTTOM)
continue;
} else {
// Not a link or object, so ignore
continue;
}
foundPt = true;
break;
}
}
if (foundPt) {
// We've found a point on the object or link that has a
// cursor for the given direction. So simulate a mouse
// press and release on the desired point
CMouseButtonDownMsg downMsg(pt, MB_LEFT);
CMouseButtonUpMsg upMsg(pt, MB_LEFT);
MouseButtonDownMsg(&downMsg);
MouseButtonUpMsg(&upMsg);
return true;
}
return false;
}
CTreeItem *CViewItem::getItemAtPoint(const Point &pt) {
CTreeItem *result = nullptr;
// First scan for objects
for (CTreeItem *treeItem = scan(this); treeItem; treeItem = treeItem->scan(this)) {
CGameObject *gameObject = dynamic_cast<CGameObject *>(treeItem);
if (gameObject && gameObject->checkPoint(pt, false, true))
result = treeItem;
}
if (result == nullptr) {
// Scan for links coverign that position
for (CTreeItem *treeItem = scan(this); treeItem; treeItem = treeItem->scan(this)) {
CLinkItem *link = dynamic_cast<CLinkItem *>(treeItem);
if (link && link->_bounds.contains(pt)) {
result = treeItem;
break;
}
}
}
return result;
}
} // End of namespace Titanic